Author
Topic: Luna: A game engine made for learning with Lua (Read 2599 times)

I'm a big fan of Lua and I'm learning SFML, so I decided to start this project about 3 months ago.It's aim is not be a powerful engine, but to help people learn to program and make games using Lua, a language I find easy to learn for non-programmers, kids, etc.

It's interesting but a bit small still.Is it inspired by processing?Do you plan to compete with Love2D or is it just for learning, sketches, etc.?

It is quite small, I'm currently working on it and adding more and more features Yes, it is inspired by Processing and other sketching tools.I'm making this tool just to learn SFML, so it won't probably compete with Love2D anytime soon, it is not my aim either. I want a tool to teach and help other people learn programming However, I plan on adding more advanced features in the future, so stay tuned

Or you can create your own global table as name space.(Just like Love2D)

I made the functions global to keep the code simple.I'm learning the C api (how to handle tables and such) so I may be missing some of the features it has. I'll take a look into your code and see how it works, thank you!

I don't personally like such libraries due to their complexity/size and the fact they encourage binding lots of stuff to Lua. I just use C API as is. I think that outside of big libraries like wxLua, etc. Lua should be used either with a small C/C++ kernel or sprinkled sparingly around a large mainly C/C++ program to provide some data loading or callbacks. As for your program, maybe you should bind just vertices to Lua and then use them to reimplement shapes like cricles and rects in Lua to show it off and make the C++ code simpler.

Your opinions may vary since I'm super familiar with Lua by now, especially 5.1 (I wrote a CS engineering paper about its implementation for my exam).

I don't personally like such libraries due to their complexity/size and the fact they encourage binding lots of stuff to Lua. I just use C API as is. I think that outside of big libraries like wxLua, etc. Lua should be used either with a small C/C++ kernel or sprinkled sparingly around a large mainly C/C++ program to provide some data loading or callbacks. As for your program, maybe you should bind just vertices to Lua and then use them to reimplement shapes like cricles and rects in Lua to show it off and make the C++ code simpler.

Your opinions may vary since I'm super familiar with Lua by now, especially 5.1 (I wrote a CS engineering paper about its implementation for my exam).

I am still learning how the C API works, so I'm not using any more libraries for now, maybe in the future if they make developing easier

Haha cool! I've been working on my own similar project since '13 but have bee very inconsistent. Hopefully you finish it!

Thanks! I'm working on it pretty much full time now on summer, before the classes start again It is far from finished, but I hope I'll have a stable and useful release soon so anyone can start using it

Maybe you could simplify your C++ code and get more Lua code if you just had more Lua code implementing various shapes and a C function to set textures, outut vertexes, etc. and not bind every SFML shape to Lua itself. I might show an example of what I mean if you want and if I have the time.

Maybe you could simplify your C++ code and get more Lua code if you just had more Lua code implementing various shapes and a C function to set textures, outut vertexes, etc. and not bind every SFML shape to Lua itself. I might show an example of what I mean if you want and if I have the time.

I did it like this when I started the project, but it will change when I add custom shapes to it ^_^